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* early code to allow scripts to force npcs not to fly when moving to targetJustin Clark-Casey (justincc)2011-08-1015-18/+45
| | | | | this is to allow walking on prims. it will be up to the script writer to be sure that there is a continuous path. currently implemented in osNpcMoveToTarget(), but none of this is final.
* Stop trying to deregister caps or close child agents when an NPC is removedJustin Clark-Casey (justincc)2011-08-107-26/+26
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* implement osNpcStopMoveTo() to cancel any current move targetJustin Clark-Casey (justincc)2011-08-106-9/+66
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* When an NPC appearance is loaded, rez the attachments tooJustin Clark-Casey (justincc)2011-08-091-0/+1
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* When an NPC is created, stop telling neighbouring regions to expect a child ↵Justin Clark-Casey (justincc)2011-08-0910-30/+29
| | | | agent
* Add osOwnerSaveAppearance() to help with setting up NPC appearances. Not ↵Justin Clark-Casey (justincc)2011-08-094-10/+153
| | | | | | yet ready for user use. Adds regression test.
* Implement first draft functions for saving and loading NPC appearance from ↵Justin Clark-Casey (justincc)2011-08-0911-46/+252
| | | | | | | | | | storage. This works by serializing and deserializing NPC AvatarAppearance to a notecard in the prim inventory and making the required baked textures permanent. By using notecards, we avoid lots of awkward, technical and user-unfriendly issues concerning retaining asset references and creating a new asset type. Notecards also allow different appearances to be swapped and manipulated easily. This also allows stored NPC appearances to work transparently with OARs/IARs since the UUID scan will pick up and store the necessary references from the notecard text. This works in my basic test but is not at all ready for user use or bug reporting yet.
* factor out common notecard caching code from 3 methods.Justin Clark-Casey (justincc)2011-08-091-93/+74
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* refactor: split out generic parts of osMakeNotecard() into a separate. Add ↵Justin Clark-Casey (justincc)2011-08-081-58/+99
| | | | method doc. Other minor tidies.
* get rid of bogus log messageJustin Clark-Casey (justincc)2011-08-061-7/+0
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* remove some obsolete tests that are now done elsewhereJustin Clark-Casey (justincc)2011-08-061-53/+53
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* Add a test to check that ScenePresence and circuit go away when a root agent ↵Justin Clark-Casey (justincc)2011-08-061-10/+17
| | | | is closed down
* refactor: Change SceneHelpers.AddClient() to AddScenePresence().Justin Clark-Casey (justincc)2011-08-069-44/+54
| | | | This seems to make more sense as we can get SP.ControllingClient
* rip out sog generation methods in ScenePresenceAgentTests and use ↵Justin Clark-Casey (justincc)2011-08-062-38/+8
| | | | | | | SceneHelpers instead Not that it matters, since these tests are pretty bogus anyway. Also, renames some test classes for consistency.
* prevent "create region" console command from being able to create a region ↵Justin Clark-Casey (justincc)2011-08-061-1/+15
| | | | | | with the same id as one that already exists. Addresses http://opensimulator.org/mantis/view.php?id=5617
* Do proper locking of m_localScenes list in SceneManagerJustin Clark-Casey (justincc)2011-08-062-97/+143
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* rename TestHelper => TestHelpers for consistencyJustin Clark-Casey (justincc)2011-08-0633-141/+141
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* rename test SceneSetupHelpers -> SceneHelpers for consistencyJustin Clark-Casey (justincc)2011-08-0630-133/+133
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* extend phantom flag regression test to toggle back offJustin Clark-Casey (justincc)2011-08-062-0/+7
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* refactor: Fold most SOP.ScriptSet* methods back into script code. Simplify.Justin Clark-Casey (justincc)2011-08-063-47/+9
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* Add regression test for setting phantom status on a scene object. This is ↵Justin Clark-Casey (justincc)2011-08-053-13/+78
| | | | not yet complete.
* Get "show region" command in GridService to show grid co-ordinates rather ↵Justin Clark-Casey (justincc)2011-08-051-2/+3
| | | | | | | than meters co-ord. This makes it consistent with "show regions" Addresses http://opensimulator.org/mantis/view.php?id=5619
* refactor: remove a sliver of unnecessary codeJustin Clark-Casey (justincc)2011-08-051-4/+1
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* Instead of moving the file to its final place when FlotsamCache writes to ↵Justin Clark-Casey (justincc)2011-08-051-2/+7
| | | | | | disk, copy it instead. This is to eliminate IOException where two threads compete to cache the same file.
* remove the largely unused copy/pasted HandleAgentRequestSit() methodJustin Clark-Casey (justincc)2011-08-051-40/+11
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* if an NPC target is set to a ground location, then automatically land them ↵Justin Clark-Casey (justincc)2011-08-042-6/+16
| | | | | | when they get there. This doesn't help where the target is a prim surface. In these situations, it might be better to provide manual overrides so the script can control whethre an avatar flys there/lands, etc.
* if an NPC move to target is above the terrain then make it fly to destinationJustin Clark-Casey (justincc)2011-08-042-10/+26
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* minor: remove some mono compiler warningsJustin Clark-Casey (justincc)2011-08-042-4/+4
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* if a move to target is set underground, constrain it to the terrain heightJustin Clark-Casey (justincc)2011-08-041-1/+3
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* move bAllowUpdateMoveToPosition switch outside of HandleMoveToTargetUpdate()Justin Clark-Casey (justincc)2011-08-042-9/+6
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* only call move target code in SP.HandleAgentUpdate() if we're actually in ↵Justin Clark-Casey (justincc)2011-08-041-9/+12
| | | | the process of moving to a position
* move reset code out of HandleMoveToTargetUpdate() so that we only call it ↵Justin Clark-Casey (justincc)2011-08-042-17/+13
| | | | where needed instead of passing in a flag
* Make SIGNIFICANT_MOVEMENT SP constant a top-level property so that other ↵Justin Clark-Casey (justincc)2011-08-042-6/+8
| | | | classes can use it.
* When the NPC reaches within the SIGNIFICANT_CLIENT_MOVEMENT distance of the ↵Justin Clark-Casey (justincc)2011-08-043-3/+7
| | | | | | | target, move it directly to the target. This makes the movement exact. Regression test changed to check avatar reaches exact target. Also has the nice side effect of making NPC animations continue to work after the first movement (which wasn't working). However, avatar still pauses in mid-stride
* extend npc move test to check a second movementJustin Clark-Casey (justincc)2011-08-042-3/+22
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* eliminate pre-existing unused SP.StopMovement()Justin Clark-Casey (justincc)2011-08-041-8/+1
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* Rename HandleMoveToPositionUpdate() to HandleMoveToTargetUpdate() for ↵Justin Clark-Casey (justincc)2011-08-042-7/+7
| | | | consistency. Improve method doc.
* eliminate a reset position flag by using functionally equivalent ↵Justin Clark-Casey (justincc)2011-08-041-3/+4
| | | | DCFlagKeyPressed
* Stop calling the SP.ResetMoveToTarget() code if a target is not actually setJustin Clark-Casey (justincc)2011-08-031-6/+16
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* remove move to duck walk compensation - no longer required.Justin Clark-Casey (justincc)2011-08-032-13/+17
| | | | extends npc move to regression test to check stop after sufficient sim updates
* rename NPC.Autopilot to NPC.MoveToTarget internally. Add method doc to ↵Justin Clark-Casey (justincc)2011-08-034-4/+34
| | | | INPCModule
* extend move test to check avatar is moving in the right direction after ↵Justin Clark-Casey (justincc)2011-08-031-0/+13
| | | | setting a move target
* extend move test to check one beat of the simulator without actually asking ↵Justin Clark-Casey (justincc)2011-08-032-5/+15
| | | | the npc to move.
* Add passing but incomplete NPC move regression testJustin Clark-Casey (justincc)2011-08-031-47/+25
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* stop avatar service being set up in NPC TestCreate() - it's no longer usedJustin Clark-Casey (justincc)2011-08-031-6/+48
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* refactor: rename the move to position methods to move to target to be ↵Justin Clark-Casey (justincc)2011-08-034-40/+16
| | | | consistent with terminology used by scene object part and elsewhere
* get rid of vestigal move to parametersJustin Clark-Casey (justincc)2011-08-0310-41/+28
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* enable the NPC module for its regression testJustin Clark-Casey (justincc)2011-08-031-0/+2
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* Put config to enable disable [NPC] module.Justin Clark-Casey (justincc)2011-08-031-4/+7
| | | | Default is disabled. You will need to explicitly enable to toy with this.
* Do a partial fix/implementation of OSSL osNpcMoveTo()Justin Clark-Casey (justincc)2011-08-034-67/+109
| | | | | | Avatar moves and stops. However, will stop in mid stride. And if the move to position is in the air, avatar will continue to make vain and quite hilarious attempts to take off (but never doing so). Clearly more work is needed.